Only problem that I have with this resource is that, although the hitbox is recognized on preload, the rayCast won't hit (during runtime) a shape exported to COLLADA that has a "-1" (or any) level of detail mesh attached to an animated bone.My hitbox is named HBa-1 and weighed to an animated head bone. I chose the "-1" level of detail so that the hitbox remains invisible during the game.I know about the stock hitbox feature that uses the shape's divided bounding box as hitboxes, but it is not useful for big enemies that have one or two small vulnerable spots.I use Unwrap3D to export to DAE or DTS.

Have you accounted for the castRayEA defintiion, https://github.com/Azaezel/Torque3D/blo ... n.cpp#L255 ? Animated bone attachments should work... half the reason I chose to leave that as a visible LOD and just set the things to transparent our end was so it was easy to change the material back and check that 'yeah, these things are indeed moving, and yeah, that hit did hit...